Divergent/mods/Boomsticks and Sharpsticks/gamedata/configs/items/weapons/w_sks_b.ltx

242 lines
11 KiB
Plaintext
Raw Normal View History

2024-03-17 20:18:03 -04:00
;------------------------------------------------------------------------------------------------
[wpn_sks_b]:identity_immunities,weapon_probability,default_weapon_params;wpn_sks_sounds
GroupControlSection = spawn_group
discovery_dependency =
$npc = on
$prefetch = 8
scheduled = off
cform = skeleton
class = WP_ASHTG
slot = 2
animation_slot = 2
ef_main_weapon_type = 3
ef_weapon_type = 11
hand_dependence = 1
single_handed = 0
default_to_ruck = false
sprint_allowed = true
inv_grid_width = 5
inv_grid_height = 1
inv_grid_x = 52
inv_grid_y = 8
icons_texture = ui\ui_icon_bas
inv_name = st_wpn_sks_b
inv_name_short = st_wpn_sks_b
description = st_wpn_sks_b_descr
kind = w_sniper
inv_weight = 3.75
cost = 19580
repair_type = rifle_7
weapon_class = sniper_rifle
hud = wpn_sks_b_hud
visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_world.ogf
position = -0.026, 0.009, -0.07
orientation = 0, 0, 0
fire_point = 0.0, 0.129, 0.942
fire_point2 = 0.0, 0.129, 0.942
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
strap_position = -0.15, -0.15, 0.45
strap_orientation = -25, -189, 65
ph_mass = 3
flame_particles = weapons\generic_weapon06
;smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01
smoke_particles = ghost_particles\weapons\flame_eft_sks ;particles remade incomp.
shell_point = 0, 0.129, 0.192
shell_dir = 0, 0, 0.4
;shell_particles = weapons\fake_shells
shell_particles = weapons\762x39
light_disabled = false
light_color = 0.6, 0.5, 0.3
light_range = 4.0
light_time = 0.2
light_var_color = 0.05
light_var_range = 0.5
upgrades = up_gr_firstab_sks, up_gr_seconab_sks, up_gr_thirdab_sks
installed_upgrades =
upgrade_scheme = upgrade_scheme_toz34
upgr_icon_x = 1200
upgr_icon_y = 2000
upgr_icon_width = 250
upgr_icon_height = 50
fire_modes = 1
ammo_class = ammo_7.62x39_fmj, ammo_7.62x39_fmj_bad, ammo_7.62x39_fmj_verybad, ammo_7.62x39_ap, ammo_7.62x39_ap_bad, ammo_7.62x39_ap_verybad
ammo_current = 10
ammo_elapsed = 10
ammo_limit = 60
ammo_mag_size = 10
startup_ammo = 10
scope_status = 0
scope_zoom_factor = 0
silencer_status = 0
silencer_light_color = 0.6, 0.5, 0.3
silencer_light_range = 0.01
silencer_light_time = 0.2
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5
silencer_smoke_particles = weapons\generic_shoot_00
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
grenade_launcher_status = 0
launch_speed = 0
hit_impulse = 34
hit_power = 0.58, 0.58, 0.58, 0.58
hit_type = fire_wound
fire_distance = 900
bullet_speed = 700
rpm = 350
rpm_empty_click = 200
use_aim_bullet = true
time_to_aim = 0.0 ; 1.0
zoom_enabled = true
zoom_rotate_time = 0.25
reload_dof = 0.0, 0.5, 5, 1.7
control_inertion_factor = 1.0f
crosshair_inertion = 8.3
fire_dispersion_base = 0.204
fire_dispersion_condition_factor = 0.001
misfire_probability = 0.005
misfire_start_condition = 0.7 ; 0.65
misfire_start_prob = 0.01
misfire_end_condition = 0.17
misfire_end_prob = 0.05
condition_queue_shot_dec = 0.0013
condition_shot_dec = 0.0013
cam_return = 0
cam_relax_speed = 10
cam_dispersion = 2.845
cam_dispersion_frac = 1.1
cam_dispersion_inc = 0.0006
cam_max_angle = 50.0
cam_max_angle_horz = 50.0
cam_step_angle_horz = 1.59
zoom_cam_relax_speed = 10
zoom_cam_dispersion = 2.745
zoom_cam_dispersion_frac = 0.9
zoom_cam_dispersion_inc = 0.0003
zoom_cam_max_angle = 50.0
zoom_cam_max_angle_horz = 50.0
zoom_cam_step_angle_horz = 1.06
PDM_disp_accel_factor = 2.75
PDM_disp_base = 1.45
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
PDM_disp_vel_factor = 2.75
cam_relax_speed_ai = 360
zoom_cam_relax_speed_ai = 360
holder_fov_modifier = 1.0
holder_range_modifier = 1.0
min_radius = 0
max_radius = 500
hit_probability_gd_novice = 1.00
hit_probability_gd_stalker = 1.00
hit_probability_gd_veteran = 1.00
hit_probability_gd_master = 1.00
kill_msg_x = 259
kill_msg_y = 293
kill_msg_width = 114
kill_msg_height = 22
hud_fov = 0.78
;-------------------------------------------------------------------------------------------Sounds----------------------------------------------------------------------------------------------
snd_bore = $no_sound
snd_draw = weapons\sks\draw
snd_holster = weapons\sks\hide
snd_shoot = weapons\sks\shoot
snd_empty = weapons\ak74m_beard\trigger_hammer
snd_reload = weapons\sks_b\sks_reload
snd_reload_empty = weapons\sks_b\sks_reload_full
;snd_close = weapons\sks\pistol_empty
snd_reload_misfire = weapons\sks_b\sks_unjam
;--------------------------------------------------------------------------------------------HUD------------------------------------------------------------------------------------------------
[wpn_sks_b_hud]:hud_base
item_visual = dynamics\weapons\wpn_sks_b\wpn_sks_b_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
;-----------------------------------------------------------------
aim_hud_offset_pos_16x9 = -0.064900,0.025300,-0.057198
aim_hud_offset_rot_16x9 = 0.013500,0.013200,-0.010000
hands_position_16x9 = 0.007900,0.010200,-0.051800
hands_orientation_16x9 = 0.700000,-0.469999,-0.500000
item_position = -0.000235,-0.001737,-0.010193
item_orientation = 0.025203,1.459625,0.025749
;-----------------------------------------------------------------
hands_position = 0, -0.005, 0.07
hands_orientation = 0.7, 0.7, -0.5
aim_hud_offset_pos = -0.059, 0.0454, -0.19
aim_hud_offset_rot = 0.016, 0.0132, -0.01
gl_hud_offset_pos = 0, 0, 0
gl_hud_offset_rot = 0, 0, 0
lean_hud_offset_pos = 0, 0, 0
lean_hud_offset_rot = 0, 0, 0
;---------------
anm_bore = blnd_sks_b_afk_arms
anm_bore_empty = blnd_sks_b_afk_arms, idle_empty
anm_hide = blnd_sks_b_holster_arms, idle, 1
anm_hide_empty = blnd_sks_b_holster_arms, idle_empty, 1
anm_idle = blnd_sks_b_idle_arms, idle, 0.75
anm_idle_empty = blnd_sks_b_idle_arms, idle_empty, 0.75
anm_idle_aim = blnd_sks_b_idleads_arms, idle, 0.35
anm_idle_aim_empty = blnd_sks_b_idleads_arms, idle_empty, 0.35
anm_idle_aim_moving = blnd_sks_b_idleads_arms, idle, 0.35
anm_idle_aim_moving_empty = blnd_sks_b_idleads_arms, idle, 0.35
anm_idle_aim_moving_crouch = blnd_sks_b_idleads_arms, idle, 0.35
anm_idle_aim_moving_crouch_empty = blnd_sks_b_idleads_arms, idle, 0.35
anm_idle_moving = blnd_sks_b_walk_arms, idle, 0.87
anm_idle_moving_empty = blnd_sks_b_walk_arms, idle_empty, 0.87
anm_idle_sprint = blnd_sks_b_sprint_arms, idle, 1.2
anm_idle_sprint_empty = blnd_sks_b_sprint_arms, idle_empty, 1.2
anm_reload = blnd_sks_b_reload_arms, reload, 1
anm_reload_empty = blnd_sks_b_reloadempty_arms, reload_empty, 1
anm_shot_l = sks_b_shots_empty
anm_shots = sks_b_shots
anm_show = blnd_sks_b_draw_arms, idle, 0.90
anm_show_empty = blnd_sks_b_draw_arms, idle_empty, 0.90
anm_reload_misfire = blnd_sks_b_unjam_arms, unjam, 1.12
;---------------
shell_bone = wpn_body
shell_point = -0.02, 0.05, 0.12
shell_dir = 0, 0, 0.4
fire_bone = muzzle
fire_point = 0, 0, 0
grenade_bone = grenade